How BHVR profits from imbalance | Dead by Daylight



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If you ever wondered why your favourite killer or soloq are so weak… well, here’s why!

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23 thoughts on “How BHVR profits from imbalance | Dead by Daylight”

  1. I played as oni and as soon as i chased the first survivor he had Quick Gambit and Object of Obsession, and because of him and him alone 4 GENS HAVE BEEN DONE IN 2 MINUTES!!!
    Which is not normal! And all because i was playing a killer who's weak at the start against a cracked looper!
    I rarely dc as killer, but this had to be one of the moments simply because it was so unfair…! I really hope both of these perks get nerfed. For the health of the game in the long run

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  2. i rarely play soloq so i don't have a lot of inside there but i do enjoy my m1 killers. bhvr not adressing this problem just sucks cause ofc it would take a lot of change, this changes would make the game experience way better tho. There are many m1 killers and they all need a buff especially Legion our beloved. In my matches i also notice the disadvantages of soloq. Survivors just left on hook by their teamates or really bad plays that secure me a kill but for them it surely isn't great. We'll see if they nerf the more recently buffed perks again but keeping them in their current state would be a huge L

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  3. I feel like behavior isn't buffing solo que because they like the kill rate of killers (around 60%) and something like basekit kindred I feel like would buff up the escape rate a lot

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  4. i'm not sure what you're actually recommending they do to solo q. You mentioned a ping system but that would drastically change the balance of the game because it would most likely completely invalidate multiple killer perks (which coms also do) but i don't think the solution is bringing those to the same level. Also they literally are balancing old killers, while adding new content. I'm not sure what more you want.

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  5. I actually enjoy the fact, that soloQ is a game of incomplete information. Because it makes for the most authentic DBD experience. You are four cobbled together, poor suckers, pitted into a deadly trial. Being on comms or getting enough aura reading and HUD info, that you might as well be telepathically connected, completely invalidates that premise (it also would render many perks almost useless). Also, why develop game sense, when the game tells you god damn everything? That would be horrible! I hate it, when games treat the player like an inept mouth-breather.

    Scaling killer perks across perceived strength of killers would be very arbitrary and bring problems of it's own. Yeah, no shit Billy, Nurse and Blight are stupidly strong. But they are also a thumb in the butt to learn, let alone become really good with, because they are mechanically demanding. And now you want to steepen that learning curve, by basically neutering their slowdown into the ground (among other things)? That would just make these killers more inaccessible, while the strongest of players would still stomp most lobbies, without a care in the world.

    And that is a perfect example, where so many of the balancing discussions in DBD fall flat. Because you can balance for whatever blend, across the board parity between survivors and killers you fancy …. the one thing that you cannot balance out, is player skill, game sense and knowledge. That is why many of the balancing suggestions being thrown around are far more delicate than people realize. Because they scale very differently across skill levels. And skill levels are obviously a thing.

    I also would caution against this concept of trying to balance everything to relative parity. Because if everything is special, nothing is. And the variety is easily one thing that gives DBD it’s staying power. But for this variety to be meaningful, it needs to be of consequence …. and not just a freaking flavor.

    The bottom line is that a guy like Quiet Kills can play perkless Trapper and still stomp most lobbies. Hell, the record winning streak on Trapper is 148 wins in a row (provided that this hasn’t been bested since). And if that is possible, I wonder if all the never-ending discussions about “balance” are little more than gum-flapping and tounge-lashing. Fun as they may be, they routinely ignore the elephant in the room ….. and that is player skill, game sense and knowledge.

    The latter is also the reason why soloQ will always be riddled with some of the frustrations that it houses. Because many players simply make very dumb decisions, allowing the killer to snowball and put the team into the altruistic washing machine for good. How often do you see gamers fumble their flashlight save? Not only did they pussy-foot around a chase for half a minute or longer, enjoying the show and eagerly awaiting their great moment. They then fumble it, get injured in the process, when they go for their pointless blue-balls body block. Now the killer has a hook, a fresh chase of this hook against a soft target, with this chase taking place nearby the hook. Or what about your team mates, who carelessly keep healing under hooks against a Wraith (they can always bitch about “camping” afterwards, right)? What about your team mates, who farm you off hook, 7 seconds after the killer got said hook? No amount of base-kit kindred will ever stop them …. they damn well know, that the killer is close.

    I know, it is a tired trope, but so much of what this community parades as pressing thoughts about balancing and gaming etiquette can be summed up with two words: skill issue!

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  6. I'd like some event mode where you could only queue as solo player. Call it "Alone in the fog" or something. Survivors would be restricted to altruism perks only, so no ds and no exhaustion, and killers are also restricted to certain perks that can't abuse solo queue. I would even go way far than that, like giving killers mechanic like a lot of streamers suggested to hook as many people as possible, maybe unlocking different tiers of your power, instead of having perks. And once you hook everyone 2 times – you become a boss and gates are blocked or something. Add scoreboard to that event too, so you could lowkey shame people not being in chase enough or not saving enough.

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  7. I believe a in-game quick chat for things like "going for unhook" "opening gate" "heal me" type options along with maybe a compass at the top of the screen to be able to direct around the maps with also "north, east, south, west" quick chat options. I just think pointing and come emotes just isn't enough for Comms on a game like dbd

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  8. Good points in your video, but I still cant understand why some of the problematic killers arent getting changed. Espeacially Nurse. Isnt it more work for Behavior to nerf perks like old Awawa and new Predator all the time just because they are too strong on one Killer ? Here again aplies, that while some perks could be good on weaker Killers they would be broken on the stronger ones. If you are a developer and you need to think before every change: "would that be too strong on Nurse?" that is a clear indicator that sth needs to change. I think that if Nurse, Blight, Spirit, Chucky and so on would be adjusted, we could see much more variety in Game.

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  9. when clueless people say "add this and that for SOLO Q"… how can you add something exclusively for SOLO Q ? if you add kindred base kit, then everyone will have it, doesnt matter player is playing solo or in a 4man swf and guess what. it will help solo players yes but it will make swf even stronger once again. or if you think you can make a solo q and a duo/4man q, then think about the q times. not even talking about q times for modes/events and that people gonna cry about a ranked mode as well.

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  10. The problem is that BHVR balances 2 different games at the same time, that is SoloQ and SWF, but instead of giving SoloQ a way to comunicate (something that swfs have) they rather keep doing this bullshit they call "balancing".

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